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MODSORK Crack 64 Bit





















































About This Game Control two avatars at the same time, connect them with lasers andclothesline endless waves of grumpy geometrical shapes to conquer the leaderboard!Interactive AudioMany game elements are synchronized to the music, which in turn reacts to gameplay events. The sound effects are part of the music and adapt when you pick a musical style from the small selection of interactive Sound Sets.Unique Control Scheme and Gesture-Driven Special Abilities It's all about the mind-splitting controls, the challenge they present and the intense satisfaction of gradually mastering them! Cool moves trigger cool abilities, similar to fighting game special moves:Solo & Couch Co-op Modes Currently there is the main single-player Arcade Mode as well as a local Co-op Mode. (More game modes are planned, c.f. Early Access info ) 6d5b4406ea Title: MODSORKGenre: Action, Indie, Early AccessDeveloper:Cinnoman GamesPublisher:Cinnoman GamesRelease Date: 16 Aug, 2018 MODSORK Crack 64 Bit Holy\u2665\u2665\u2665\u2665\u2665\u2665this game is a hell of a mind braker.I`ve played one round... and i failed badly.But wanting to get the orange dod where you want it and the blue dod gets there but not the orange one is quite funny.And for all non gamepad owners you can easely play the game with the keyboard.Though the Tutorial isnt made for keyboard gamers. Just push random Buttons on the keyboard to activate the beams works well.Standard control is wasd for blue and arrows for orange. igniting the beam blue is space and igniting it in orange is right ctrl.. A very fun and addictive arcade-style game. The coordinate efforts to control both dots simultaneously and in inverted situations are challenging but it is what keeps you trying. The game is synchronized with the music which generates a very immersive experience. Love it! What's Next? Early Access Plans: Hi all, Before PAX starts tomorrow, I thought I'd share some more info about what Early Access development will look like in the coming months:Types of Updates and FrequencyI'm expecting to do regular updates on a more or less monthly schedule. In between those, there may be hotfixes if necessary. There will also be a beta branch where you can occasionally try out features I'm working on.Next HotfixThis is a bit of a major one and will bring a local leaderboard mode as well as more granular control over the flashing lights in the game (e.g. enable just the background flashing, without the "danger"-flashing). Also other fixes and improvements (like co-op scoring and current end-game waves). Unfortunately, the internet connection at my hotel is very unreliable, so this will have to wait till Friday next week when I'm back home. It's a bit ironic cause I've never been so close to Valve's HQ... :DFirst UpdateThe first proper update will come in mid/late September because exhibiting at Gamescom and the upcoming PAX West hasn't allowed me to work on the Steam version much. Aside from fixing bugs, this will focus on improving the music as well as enemy wave variety and late game stages. I'm also looking at improving some enemy behavior and adding a new type of (non-deadly) challenge.What Comes After?The second update will be about a new game mode :). Time For Some Music (Update)!: I'm excited to share this update with you. It is mainly about the music and the synchronized visual effects. As always, you can choose to stick to the previous version by selecting it in the beta branch. There are only insignificant balance changes, so the leaderboards won't reset this time.At some point I'd like to do an in-depth devblog post about the game's audio systems and how it all works, but for now here's the update notes:New Features:Better support for music structure. Instead of escalating and reaching a plateau early, a run is now divided into music phases that allow changing things up further into the run.Support for lots more variations in looping sounds like drums (instead of simply looping sample A until it's time to loop sample B over and over, it's now possible to play e.g. AAABAAAB before changing to playing CDCD)Seamless audio transitions between the menu, pre-game and post-game screens to keep you in the flowSupport for dynamic pattern and rhythm changes for the flashing backgroundsSupport for flashing arena boundaries that can adapt to eventsNew Content:New sounds in both the EDM and ROCK SoundSetsNew dynamic sound effects that change the music as stuff happens (e.g. while the arena is in a shrunk state and while the big screen-wiping beam is active)Variations for looping sounds New harmonic progressions ( the guitars / the synth in the background)New: flashing boundaries, as well as new background flashing patterns Bugfixes:In some cases tutorial enemies could follow you into the pre-game area. No more, They Shall Not Pass!The previous minor update broke the Spinning Beam tutorial. fixed.Various audio playback issues fixed.What's Next?I'm thinking I'll finally tackle the third game mode, "Progress Mode" for the next update. I intend to squeeze in a smaller update before that so it's not such a long wait, since I also will invest a bit of time in the Nintendo Switch port in the next two weeks.I'm looking forward to doing another big audio pass and iterate in the future, because there's still a lot of unused potential in the existing systems (and some rough edges).. Hotfix 0.6.2c: Just a little fix to address a very old and a very new issue:The Spinning Beam ability now shouldn't miss far-away enemies anymore and reliably zap everything it hits. Minor Update 0.6.2b introduced a bug where the revived avatar wouldn't move during its invulnerability phase. Sorry! It now works again as intended. The Spinning Beam fix may have an impact on performance, please let me know if you notice anything when you use it.. Next: Music! Also: Minor Update 0.6.2b: I've uploaded a minor update that does the following:xbox 360 controllers: triggers now work in the menu, too (they already did for other game controllers)pressing ESC (instantly) or holding the back / select button for ~1sec will lead to instant game over if your run already started (so you don't have to kill yourself anymore to end the run). If you haven't zapped START yet, it will take you back to the menu instead.removed a GUI element in Arcade Mode that wasn't doing anything at the moment (you might see it again in the future ;) )fixed a button sprite in the menu The version number of the game is always displayed in the main menu under the title, along with the most noteworthy changes.What's Next?The plan for the next major update is to work on the systems that control the music to make them smarter and make the music more dynamic. Content-wise, both existing SoundSets are going to be expanded with new sounds and maybe some real-time sound effects. I'm very excited to finally get to work some on those aspects of the game. There's also a few bugs, audio and otherwise that I may get to fix in a minor update before fully focusing on the music.. Update 1 is online; Completely redone wave progression: Hi all, I'm happy to bring you the first major update to MODSORK. The main feature is a complete redesign of the wave progression, using new spawn shapes and behaviors. Give this new version a and go enjoy the added variety!The leaderboards have been reset, but the old leaderboards can still be looked up on Steam.New Content: New spawn patterns (various "Arrows", tight vertical lines, "Tristars") lots of new waves, structured in new wave levelsRedid the whole wave system to be able to create content easier in the futureCreated a system for color management to facilitate creating "Color Sets" in the future added 2 new background Color SetsBugfixes:fixed enemies remaining shielded after the shielder enemy ("clock") is deadunofficial keyboard controls: fixed insane diagonal movement speed-upfixed a bug with the power-up spawning scheduleimproved beam color consistency across backgrounds of varying colorsfixed part of the detection of occupied cellsnumerous other fixes, mainly regarding the spawning and wave systemsBalance Changes:new wave progression and waves change the balance some enemy point value changespower-up spawning schedule changes

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